Friday, November 29, 2019

PrinceWatercress plays Master of Darkness (SMS) - Part 4 of 5


In this entry, we finally catch up to Count Massen.

Round 4: Laboratory

Round 4, Stage 1


Hawks will swoop down in an attempt to dive at you. Some of them move back and forth while others keep going straight ahead. Jump over the ones that dart straight ahead.

At the part with all of the brown blocks, you can break the wall to the right and take a secret passage that lets you skip the route at the bottom. If you take the nearby stairs downward, however, you'll miss out on a wall potion.

After you get out of the underground passage, you'll be able to do some digging. Stand on the third row of the brown blocks and hack at the walls. If you can make a path to the left, you'll get the fourth and most powerful of the sub-weapons: the stake. Grab as many of these as possible and keep them, you'll definitely need them.

Round 4, Stage 2


Shortly after you go up the stairs, you'll have to deal with the possessed objects from Round 2.

The flashing rooms with the sirens are back, but they work a little different here: instead of destroy ing all of the enemies, you just have to destroy the first enemy that shows up. This is easier if you have the stake in the second and third room; you'll be able to throw a stake at the portrait and the candelabra respectively so you won't have to break some walls to get to them.

Round 4, Stage 3


The lightning orbs that fly around in a circle act as platforms. At a certain point, they stop spinning before going in the opposite direction.

There are plenty of potions in the wall if you know where to attack the walls.

Near the end, you'll have to backtrack to get to a 1-Up in a small room, but you will have to get back down to where you were and deal with re-spawning enemies; either way, it's the easiest extra life to get.

There will be some stakes you can pick up at the end.

At the end, you'll meet Count Massen again. Hit him before he throws his fireball and teleports. When the fireball splits into four, duck in the lower-right corner; the fireballs will almost never hit you. Massen will eventually show back up, and when that happens, you'll want to hit him again.

After you beat Count Massen again, Massen will beg Count Dracula to grant him his power. The room will flash white, then Dr. Social will be imprisoned inside a cage. Social manages to break himself out, but he soon finds out he is in a maze.

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